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Untie view model frames from player frames
Posted: Fri Dec 29, 2017 3:58 am
by JasonX
Something that really bothered me when modding weapons is that i'm always forced to create a new view weapon with the same amount of frames as of the player animation. Is there a way of untying those? Also, is there a faster way of creating new animation frames for view models instead of just copying/pasting tons of function/frame calls?
Re: Untie view model frames from player frames
Posted: Wed Jan 03, 2018 8:42 pm
by c0burn
You don't have to tie them together, or use frame macros at all.
When I make a scratch mod I just use a new PlayerThink() that sets an appropriate frame for the player, then also updates his weapon frame separately based upon some variable or other.
Re: Untie view model frames from player frames
Posted: Fri Jan 05, 2018 1:38 am
by JasonX
Like a global frame variable for each item?
Re: Untie view model frames from player frames
Posted: Fri Jan 05, 2018 8:59 pm
by Dr. Shadowborg
You probably should go with a state based variable system.
For some ideas on how to do this, you can look at the hybrid system I used in my old hellsmash mod, the source for which you can find here:
https://drive.google.com/open?id=1_YmWn ... w5HaGgjbiv
Look around in drsdefs.qc, player.qc, and probably client.qc for weapon animation stuff.
Glancing around in that source code brings back memories, and is...well...kinda embarassing.
There's still some good stuff in there waiting to be dusted off and polished up though.
I was planning on doing an updated / enhanced version of this for inclusion in my new Frikbot X enhancements / GPL QC Codebase, but real-life and hardware upgrades somehow ate up 1 1/2 years, so I haven't gotten around to it yet.
My Quake2QC project will however, require it due to the absurd amount of animations models have in that game.
Guess I should probably put tackling FBX 11 first and get that released... So many things I had planned to do, then forgot about due to lack of time.